
7 Days to Die is an open-world game that is a unique combination of first-person shooter, survival horror, tower defense, and role-playing games. Play the definitive zombie survival sandbox RPG that came first. Navezgane awaits!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About

With over 20 million copies sold, 7 Days has defined the survival genre, with unrivaled crafting and world-building content. Set in a brutally unforgiving post-apocalyptic world overrun by the undead, 7 Days is an open-world game that is a unique combination of first-person shooter, survival horror, tower defense, and role-playing games. It presents combat, crafting, looting, mining, exploration, and character growth, in a way that has seen a rapturous response from fans worldwide. Play the definitive zombie survival sandbox RPG that came first. Navezgane awaits!
Explore - Huge, unique and rich environments, offering the freedom to play the game any way you want, featuring 5 unique biomes and worlds up to 100 square kilometers in size.
Craft – Handcraft and repair weapons, clothes, armor, tools, vehicles, and more with over 500 recipes. Learn more powerful recipes by finding schematics.
Build – Design your fort to include traps, electric power, auto turrets, automated doors, gadgets and defensive positions to survive the undead in a fully destructible and moldable world.
Cooperate or Compete – Work together to build settlements or against each other raiding other player’s bases, it’s really up to you in a wasteland where zombies and outlaws rule the land.
Create – Unleash your creativity with access to over 800 in-game items, and over 1,300 unique building blocks and a painting system that offers infinite possibilities.
Improve – Increase your skills with a multitude of perks under 5 main attributes. Gain additional skills by reading over 100 books. 7 Days to Die is the only true survival RPG.
Choose – Play the campaign world, or dive back in a randomly-generated world with cities, towns, lakes, mountains, valleys, roads, caves and over 700 unique locations.
Combat – Encounter nearly 60 unique zombie archetypes including special infected with unique behaviors and attacks progressing in difficulty to provide an infinite challenge.
Survive – Experience real hardcore survival mechanics with nearly 50 buffs, boosts and ailments that will impact the gameplay in ways that can both challenge and aid in your survival.
Destroy – Buildings and terrain formations can collapse under their own weight from structural damage or poor building design with real structural stability.
Loot – Scavenge the world for the best weapons, tools, and armor with 6 quality ranges providing thousands of permutations. Augment items with a multitude of mods.
Quest – Meet several Trader NPCs who buy and sell goods and offer quest jobs for rewards. Enjoy many unique quest types supported by over 700 locations.
Customize – Create your own character and customize your character further in-game with a huge selection of clothing and armor you can craft or loot in the world.
Drive – Enjoy the badass vehicle system where you find all the parts, learn the recipes, craft and customize your own bicycle, minibike, motorcycle, 4x4 or gyrocopters and ride with friends.
Farm or Hunt – Plant and grow gardens for sustainable resources or head out into the wilderness and hunt over a dozen unique wild animals.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 2260 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Havent played this in a very long time, gave it a go just now... how do you go backwards with optimization / features? All public servers are empty in my country, I wonder why... NOT...
I've played for a lot of years, mostly with friends. I had a lot of fun, but the way they keep removing the great features that made the game fun. They attack content creators, that are literally the reason a lot of people come and buy/play this game. I always came back to this game because of seeing Jawoodle play this game! the stupid spitters and Brady's are even more frustrating, they spawn like 5 out of 6 zombies in that biome. They steal the hard work of modders, and call it an update. I'd rather give my money to people who mod this game than to the *** DLC's I really thought they were turning things back around, but they hate their player base apparently. #JusticeforJawoodle
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best RU #54, worst DE #98 · 11 markets collected
US · last 30 days
Reviews, worldwide (the counter carries no country): 66.14/day in the week to Sep 1 → 76.86/day in the week after.
Of the 2 markets with a position on both sides, 2 climbed and 0 fell. The same sale, the same day, opposite directions — which is why nothing here is averaged into a single arrow, and why one sale is not a trend.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Italian, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America +2 more
Hours played at review time, across 2.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I have nearly 5,000 hours in 7 Days to Die. I bought it when it was sold as a pure zombie survival sandbox. Over the years the developers steadily replaced player freedom with structured progression, standardized cosmetics behind DLC, left long-promised features (bandits, real story) undelivered across multiple “full” releases, and continued to claim the game wasn’t really multiplayer while shipping and monetizing multiplayer features. Over the years The Fun Pimps have repeatedly stripped out survival systems (or heavily simplified them), told players the old versions were broken/unbalanceable/immersion-breaking or just needed to go for technical reasons, then years later reintroduced similar (or the same) mechanics — sometimes framed as fresh new features or optional toggles after enough community pressure. Concrete examples that match what you’re talking about: Smell system — Present early on, made carrying certain foods actually matter. Removed around Alpha 16–17 (said to be temporarily broken / coming back soon). Stayed gone for years. Later updates (including the 2.5 “Survival Revival” era) brought a reworked version back. Jars / water collection — A long-running sore point. Removed or gutted, then after heavy backlash partially restored with crafting options and refund percentages in later patches. Temperature, wetness, clothing insulation, and related survival pressure — Tied into older clothing systems, simplified or removed for various reasons (including technical issues with meshes and weather), then elements of it started returning in reworked forms. Wellness / older health-stamina systems, Learn by Doing skill progression, various disease/infection threats, and other “harder” survival layers that got flattened, only for pieces of that design philosophy to reappear later under different names or with sandbox toggles. The result is a game that no longer lets me play the way I originally could — unique character looks, free biome choice, self-directed progression — and whose vanilla content is no longer enough to hold the interest of a large part of its own long-term audience. I would not buy it at full price today and I would not recommend it to a new player looking for the sandbox experience that was originally advertised.
A game that never seems to get the updates it needs and every roadmap gets thrown out of the window. Now even reyling on AI slop assets and art. Hey, at least we get cosmetic DLC that doesn't even fit the theme! Awesome stuff, what a way to go.
I've watched this game since 2012, I've played it since 2015 across many platforms (Consoles and PC). And raised eyebrows over the years with antics from the lead devs/co-founders in particular. Check the 7dtd forums, if they haven't scrubbed them... I'm tired of BS companies that don't hold up their end of things. I wash my hands of this game and anything connected to it. Which is sad, as 3.0 itself is well done, AFTER 10+ years in development to get trees and water perfect while ignoring Kickstarter promises...till post 1.0. The shoehorned animal husbandry, among other things. The jank zombie AI, the nerfing, removal, re-adding, re concepting mid release, the "yes we want learn by doing, no remove it, yes re-add it. Let's be Bethesda but better-er. Players are pissed, re-add glass jars because we don't understand our audience" energy of not knowing what they are doing with their product, in a death-spiral circle jerk for a decade... I digress. But the company, The Fun Pimps, leave a lot to be desired with how they treat customers, fans, Kickstarter backers, and content creators. For a decade... Cannot recommend in good conscience.
i bought this game ages ago and the undisclosed use of generative ai is just disappointing.
Back in 2013 this game had promises. Today in 2026 it is a pile of ♥♥♥♥. The Dread Pimps have eliminated all fun mechanics from the game and have been adding slop after slop. The final nail in the coffin: the dread pimp's recent public relations is not where you want a game company to be. Ceasing immediate support for this game and all future projects that have the dread pimps involved. Let this ♥♥♥♥ burn.
I'm so sick of making a base and the next time you update it's broken because you're constantly messing with zombie pathfinding and making the game worse. Just let us play the game.
A once great game that has become about milking the community for every dollar. Removing content in favor of microtransactions? Punishing content creators just trying to cover your game? Watching a creative process get taken over by bean counters like this is laughably stereotypical.
The Fun Pimps are trying to ruin the community. They have had a history of not listing to the community and continue to make poor decisions. They have recently gone after several content creators due to posting real reviews and posting game footage from a version the Fun Pimps sent then said oh wait your bad for posting the game we sent you. They want you to play their way or no way. Every time the game gets fun they find a way to take your fun away with patching things out. I get stopping cheese but at the same time so many things created by mod creators players love for Quality of life are patched out. This was the best Zombie survival game ever made and looks like it had a good run but at this point its more frustrating than fun. Sad to see
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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